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The kind of space this game takes place in can be described as dark and almost shadowy because of the dominantly dark background tiles that have a slew of singular pixels with brighter colors. The ground looks like fragments of stone, with cracks filled in with the same tone of darkness as the general background. While most of the rooms leave the player with ample room to walk, jump, and maneuver, the colors still create the feeling of a confined space. The player’s model also consists of a dark outline with only a fraction of the pixels being brighter colored to differentiate and denote the face and hands - this also goes for the first encountered sprite that the player can interact with. The player’s association with this space is that they want to get out: the player starts the game by ‘plummeting’ down into a sewer, to which there is no immediate way out, and the interaction with the sprite at the beginning yields an overarching goal which is to escape. This sprite also tells the player about other sprites that are in the sewer, and to avoid them, which leads you to assume that you will need to dodge these characters while also trying to get through each scene. You can also assume right at the start of this game that, because it is obviously a platformer with the effects of gravity, that you will need to be jumping from platform to platform and perhaps avoid plummeting further down in the sewer.